Hi MitoPL,
thank you for your positive feedback
And thanks for the information about the current bugs within the missions.
I will get to the seperate missions soon, just one thing first:
I made one big mistake, thx for showing me that! I was mistaken by FS1 and FS2 here and
when the node to Sol collapsed. I had in mind it was 2367, not 2335. But Capella wasn't the reason for the destroyed connection to Sol. I wanted to show the following: Sol was part of the former GTVA and had the same ships, stations etc like the rest of GTVA space. As the Delta Serpentis Node collapsed, some GTVA ships were already/still within Sol. Now that the UEF has build newer military vessels, these ships aren't used anymore by official organisations. But they found their way into the hands of other organisations, friendly or not. I try to compare this with the collapse of the UDSSR in the late 1980s. I'm pretty sure a lot of the former soviet military stuff was used by post-soviet states and some stuff got into the hands of others, too.
But if I want to go this way I can only use the ships from FS1 for the pirates etc, not the Myrmidons, Perseus etc...
So yes, now I get your confusion. I will switch the ships you mentioned to some from the Great War-era craft, like Apollos or Valkyries. Now I also get your confusion about the mentioning of Capella during mission 2. I will change that
I will also listen again to all the music. Maybe I find something better
Ok, let's see about the missions:
M1.: The only problems I've encountered are: the nav beacon jumps out when not needed (I think it should disappear), and in the debriefing the "There's no recommendations for you" text is doubled.
It's a really fine, simple mission.
Yeah, it should just disappear, you're right. The second "no recommendation" can be deleated, too
M2.: I recall there being a small typo in the briefing text and a strange mention of Capella in-mission (something about "it got really hot here when Capella got exploded"). The other thing are the Triton freighters and pirate Perseus fighters - are you sure they should be there? I mean, it's Sol some time before GTVA got the Third Fleet running, I don't really think local civvies or pirates could get some Tev freighters and fighters. I also got a message from Red after I got rid of the spyboats, telling me to hurry up because "they" are going to jump soon. And I think the ambient music could be a bit different.
That station is a really nice place though!
Well I didn't find a typo, or I just don't get it
And like I said before you're right about the Tritons and Perseus
I will look into the message coming too late. Sometimes I have the habit to make too long message lists, so if something happens between the beginning and the end of these lists, the messages aren't all that accurate. Yeah, the station and it's surroundings were a lot of work, so thanks
M3.: One of friendly wings are Myrmidons... unarmed Myrmidons (because there's no Tev weapon to choose from - probably because these Myrmidons shouldn't be there in the first place!). Also the equipment of these pirates is a bit strange: Myrmidons, Areses, AAA beams on the Leviathan... And I happened to call in the support ship only to realise it's a Hygeia (sometimes). Probably related to the Myrmidon Gamma wing. A few typos: "This lady is quiet old", "quiet some time now" (it's 'quite'), the message saying "let's take this cruiser" shows up some time after the transport docked with it (just after the second pirate wave goes boom). And after the battle started, I realized I can order around some of the UEF fighters. Another typo in the debriefing - "heroes above the Hades" (aboard?). And that ambient music (during battle it was a lot better).
This is actually a pretty complex mission with a really bloody satisfying bonus objective. Grimlers FTW!
The Myrmidon-problem will be solved, as mentioned above. But you're right about the loadout, I didn't allow Tev weapons here... I'll work on that once I'm clear which ship Arctic is flying. The AAA beams are something different. Maybe I switch them to flak, I'll look into it. Might help.
Typos-> corrected
Messages-> as above, I'll look into it.
I switched the UEF from neutral to friendly and changed the iff-colours, but forgot to take out the player orders. Thanks for the info!
Bonus objective?? That's funny, there is no additional weapon if you manage to destroy the cruisers, just the part of the debriefing. But that's a nice idea
I just forgot to take away the Grimlers from the team loadout
M4.: The way that your commander is doing his job (wih Ubuntu all around and stuff)... Well, he sounds like a crazy old paranoical grandpa that nobody cares about, but in command of a frigate and its fighter wings. I wouldn't say he resembles any military man. Plus, the way player launches is a bit strange... and the music in the first part of the mission seems... inadequate. And be sure to check player orders, I seem to be able to order many things around the place.
A nice way to introduce the trauma of the main character. And if the player decides to shoot some time after the order was given, the way the transport loses control is looking very realistic.
Yeah I know, I still have some trouble with the commander... Maybe I change some of these parts, he's not as he should be... But it's good you like the way how I try to show the past of the protagonist. I was a bit worried about it
Opps, the player orders
Fixed!
M5. & M6.: What I can say about them is that the briefing music is a bit too... aggresive in relation to what is in the text. And I think you could use the fiction viewer or the red-alert briefing instead of normal briefing in M6.
But this is a really pleasant search-and-salvage mission. Well done!
Yeah the music. I thought the same. I'll look into it.
But in my command briefings, they are the part where I try to describe things. I don't think the fiction viewer or the briefings fit into this.
And thanks!
What I could say about the campaign in general: It's really nice. There aren't so many campaigns out there about civilians during wartime, so you're doing a really nice thing for the diversity of scenarios pf Freespace! Plus, this kind of stories have the potential of being so interesting! And I'd say that your writing is really good. It really got me into the story.
On the other side, I find it difficult to believe that a such civilian paramilitary unit could somehow have such a large variety of weaponry (that you can choose from), especially when everyone is talking so much about the lack of supplies. And I suggest you place there in the mission backgrounds the typical Sol skybox (used in nearly every WiH mission).
Good to hear that the story works, since it's not that much "action" here like in other stories. But you're maybe right with the weapons, I look into the "scarcity" a bit more
Skyboxes! Didn't even think about it. Let's see what Blue Planet has got there
It also seems that the enemy corvette in the "test" mission 7 has some model bugs - when I watched the battle, at some point Eurynome started to fire flak in a really strange direction ("above" the enemy vessel), and some time after that both collided and my Freespace started to do really funky funky stuff (everything disappearing, my fighter in a some kind of black void, then I die to fire of the friendly corvette).
LOL, the test mission shouldn't even be there! I just needed it to see if my additinal ships work in the next mission and I tested the new corvette if she fits into my story... But I don't see these problems with the ship on my side... strange, maybe it's your computer
So, done... Thanks a lot for your feedback, there are still things I didn't think about
And since I'm still learning, it's really time to get into these Skybox-stuff
Greetings,
Bomb3rman